Program and system

The program and system dynamically set reward rights based on user game play history parameters, addressing the need for a new concept of reward rights by enhancing user engagement and satisfaction through tailored rewards.

JP2025122564AActive Publication Date: 2025-08-21CAPCOM CO LTD

Patent Information

Application Number
JP2024018151
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-08
Publication Date
2025-08-21
Estimated Expiration
2044-02-08

AI Technical Summary

Technical Problem

There is a demand for a new concept of reward rights in gaming systems that enhances user engagement and rewards based on dynamic game play history parameters.

Method used

A program and system that incorporates game progression means, play history update means, right setting means, and reward setting means to dynamically set and utilize reward rights based on user play history parameters such as performance, cheating, and sponsorship, allowing for the issuance of reward rights when predetermined conditions are met.

Benefits of technology

Enhances user engagement by providing tailored rewards that reflect actual game play, increasing user satisfaction and interaction with the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025122564000001_ABST
    Figure 2025122564000001_ABST
Patent Text Reader

Abstract

To provide a program and system that incorporate to which a reward right of a new concept is applied.SOLUTION: A program of the present invention causes a computer to function as: game progression means for progressing a game by a user operating a computer; play history update means for updating play history data indicating a user's game play history; right setting means capable of setting a reward right for a user, which associates a reward with a reward condition for obtaining the reward, if the user's play history satisfies predetermined setting conditions; and reward setting means for setting reward data indicating the reward for the reward right set by the right setting means so that the user can use the reward when the user's play history satisfies the reward condition. The play history includes parameters that change as the user plays the game.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

[0001] The present invention relates to a program and a system. [Background technology]

[0002] As an invention related to a conventional program, for example, a program described in Patent Document 1 is known. The program described in Patent Document 1 describes a game to which a battle pass is applied. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6952847 Summary of the Invention [Problem to be solved by the invention]

[0004] By the way, there is a demand for a new concept of battle pass.

[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a program and a system to which a new concept of reward rights is applied. [Means for solving the problem]

[0006] The first aspect is A program executed on a computer, a game progression means for progressing the game by a user operating the computer; play history update means for updating play history data indicating a play history of the game by the user; a right setting means for setting a reward right for the user, the reward right being associated with a reward condition for obtaining the reward, when the play history of the user satisfies a predetermined setting condition; a reward setting means for setting reward data indicating the reward of the reward right set by the right setting means so that the user can use the reward data when the play history of the user satisfies the reward condition; causing the computer to function as The play history includes at least one of parameters that change as the user plays the game, the user's performance in tournaments for the game, whether or not the user cheats in playing the game, or whether or not the user has a sponsor. program.

[0007] The second aspect is the reward setting means sets the reward data so that it can be used by the user when the right setting means sets the reward right for the user after the play history of the user meets the reward condition; 1. A program according to claim 1.

[0008] The third aspect is the reward setting means sets the reward data so that it can be used by the user when the play history of the user meets the reward condition in a state in which the right setting means has set the reward right for the user; The program according to the first or second aspect.

[0009] The fourth aspect is The play history includes parameters indicative of the user's skill in the game. The program according to any one of the first to third aspects.

[0010] The fifth aspect is The play history does not include parameters that change independently of the user's skill in the game. The program according to any one of the first to third aspects.

[0011] The sixth aspect is the game progression means generates video data so that other users of the game can visually recognize, via other computers, that the reward right has been set for the user; The program according to any one of the first to fifth aspects.

[0012] The seventh aspect is The reward rights include a first reward right and an Nth reward right, N is an integer equal to or greater than 2, the right setting means can set an Mth reward right to the user when the play history of the user satisfies a predetermined Mth setting condition; M is an integer between 1 and N, The first set condition to the Nth set condition are mutually different conditions. The program according to any one of the first to sixth aspects.

[0013] The eighth aspect is The reward rights include a first reward right and a second reward right, the right setting means can set the first reward right to the user when the play history of the user satisfies a predetermined first setting condition; the right setting means can set the second reward right to the user when the play history of the user satisfies a predetermined second setting condition; When the right setting means can set the first reward right to the user, the right setting means can set the second reward right to the user even if the play history of the user does not satisfy the second setting condition. The program according to any one of the first to sixth aspects.

[0014] The ninth aspect is The reward rights include a first reward right and a second reward right, the right setting means can set the first reward right to the user when the play history of the user satisfies a predetermined first setting condition; the right setting means can set the second reward right to the user when the first reward right is set to the user and the play history of the user satisfies a predetermined second setting condition; The program according to any one of the first to sixth aspects.

[0015] The tenth aspect is The reward rights include a first reward right and a second reward right, the right setting means can set the first reward right to the user when the play history of the user satisfies a predetermined first setting condition; the right setting means can set the second reward right to the user when the play history of the user satisfies a predetermined second setting condition; When the right setting means can set the first reward right to the user, the right setting means can set the second reward right to the user by the user's play history satisfying a third set condition that is different from the second set condition. The program according to any one of the first to sixth aspects.

[0016] The 11th aspect is The program a right restriction means for periodically determining whether or not the play history of the user satisfies the set condition, and for not allowing the right setting means to set the reward right for the user if the play history of the user does not satisfy the set condition; causing the computer to further function as A program according to any one of the first to tenth aspects.

[0017] The 12th aspect is The program a purchasing means for executing a purchasing process for purchasing the reward right; and further causing the computer to function as the right setting means can set the reward right to the user when the play history of the user meets the setting condition and the purchase process is completed; The program according to any one of the first to eleventh aspects.

[0018] The 13th aspect is A program executed on a computer, a game progression means for progressing the game by a user operating the computer; play history update means for updating play history data indicating a play history of the game by the user; a distribution means for distributing the video data of the game to a distribution server; a distribution history update means for updating distribution history data indicating a distribution history regarding distribution of the video data of the game by the user; a right setting means for setting a reward right for the user, in which a reward and a reward condition for obtaining the reward are associated with the user when the distribution history of the user satisfies a predetermined setting condition; a reward setting means for setting reward data indicating the reward of the reward right set by the right setting means so that the user can use the reward data when the play history of the user satisfies the reward condition; causing the computer to function as It is a program.

[0019] The 14th aspect is The program a distribution rights data acquisition means for acquiring distribution rights data indicating a right to have the distribution server distribute the video data of the game; and further causing the computer to function as The set condition is that the distribution rights data acquisition means has acquired distribution rights data; That is, A program according to aspect 13.

[0020] The 15th aspect is The program a notification sending means for sending a notification to the game server that the distribution means has distributed the video data of the game to the distribution server; a permission notification acquisition means for acquiring a permission notification transmitted from the game server in response to the notification transmitted by the notification transmission means; and further causing the computer to function as the setting condition is that the permission notification acquisition means has acquired the permission notification; A program according to aspect 14.

[0021] The 16th aspect is A program executed on a computer, a game progression means for progressing the game by a user operating the computer; play history update means for updating play history data indicating a play history of the game by the user; a right setting means for setting a reward right for the user, the reward right being associated with a reward condition for obtaining the reward, when the play history of the user satisfies the set condition; a reward setting means for setting reward data indicating the reward of the reward right set by the right setting means so that the user can use the reward data when the play history of the user satisfies the reward condition; causing the computer to function as A right that can be set to the user according to the progress of a tutorial regarding an explanation of basic operations of the game that is performed when the game is started is defined as a tutorial reward right; The tutorial reward right associates a reward with a reward condition for obtaining the reward, The reward rights set by the right setting means do not include the tutorial reward rights. It is a program.

[0022] The 17th aspect is The system includes a computer and a server, the computer comprises a game progression means, a play history update means, a right setting means, and a reward setting means; The server includes a right setting determination means and a right setting permission notification means, the game progression means progresses the game by a user operating the computer; the play history update means updates play history data indicating a play history of the game by the user; the right setting determination means determines whether or not the play history of the user satisfies a set condition; the right setting permission notification means, when the play history of the user satisfies the setting condition, transmits a permission notification to the user indicating that a reward right associated with a reward and a reward condition for obtaining the reward can be set; the right setting means, when the permission notice is transmitted from the server, can set the reward right to the user; the reward setting means sets reward data indicating the reward of the reward right set by the right setting means so that the user can use the reward data when the play history of the user satisfies the reward condition; The play history includes at least one of parameters that change as the user plays the game, the user's performance in tournaments for the game, whether or not the user cheats in playing the game, or whether or not the user has a sponsor. It is a system.

[0023] The 18th aspect is The system includes a computer and a server, the computer comprises a game progression means, a play history update means, a distribution means, a distribution history update means, a right setting means, and a reward setting means; The server includes a right setting determination means and a right setting permission notification means, the game progression means progresses the game by a user operating the computer; the play history update means updates play history data indicating a play history of the game by the user; the distribution means causes a distribution server to distribute the video data of the game; the distribution history update means updates distribution history data indicating a distribution history regarding distribution of the video data of the game by the user; the right setting determination means determines whether the distribution history of the user satisfies a set condition; the right setting permission notification means, when the distribution history of the user satisfies the setting conditions, transmits a permission notification to the user to set a reward right associated with a reward and a reward condition for obtaining the reward; the right setting means, when the permission notice is transmitted from the server, can set the reward right to the user; the reward setting means sets reward data indicating the reward for the reward right set by the right setting means so that the user can use the reward data when the play history of the user satisfies the reward condition. It is a system.

[0024] The 19th aspect is The system includes a computer and a server, the computer comprises a game progression means, a play history update means, a right setting means, and a reward setting means; The server includes a right setting determination means and a right setting permission notification means, the game progression means progresses the game by a user operating the computer; the play history update means updates play history data indicating a play history of the game by the user; the right setting determination means determines whether or not the play history of the user satisfies a set condition; the right setting permission notification means, when the play history of the user satisfies the setting condition, transmits a permission notification to the user indicating that a reward right associated with a reward and a reward condition for obtaining the reward can be set; the right setting means, when the permission notice is transmitted from the server, can set the reward right to the user; the reward setting means sets reward data indicating the reward of the reward right set by the right setting means so that the user can use the reward data when the play history of the user satisfies the reward condition; A right that can be set to the user according to the progress of a tutorial regarding an explanation of basic operations of the game that is performed when the game is started is defined as a tutorial reward right; The tutorial reward right associates a reward with a reward condition for obtaining the reward, The reward rights set by the right setting means do not include the tutorial reward rights. It is a system. [Effects of the Invention]

[0025] According to the present disclosure, a program and a system can be provided to which a new concept of reward rights is applied. [Brief explanation of the drawings]

[0026] [Figure 1] FIG. 1 is an explanatory diagram of the systems 1 and 1a. [Figure 2] FIG. 2 shows a video of the game. [Figure 3] FIG. 3 shows a video of the game. [Figure 4] FIG. 4 shows a video of the game. [Figure 5] FIG. 5 shows a video of the game. [Figure 6] FIG. 6 shows a video of the game. [Figure 7] FIG. 7 is a block diagram of the first computer 10-1. [Figure 8] FIG. 8 is a block diagram of the game server 110. [Figure 9] FIG. 9 is a block diagram of the distribution server 210. [Figure 10] FIG. 10 is a diagram showing play history data D1 of user US1. [Figure 11] FIG. 11 is a diagram showing the user history data DD1 to DDN managed by the game server 110. As shown in FIG. [Figure 12] FIG. 12 is a flowchart executed by the control device 12 of the first computer 10-1 and the control device 112 of the game server 110. [Figure 13] FIG. 13 is a flowchart executed by the control device 12 of the first computer 10-1. [Figure 14] FIG. 14 is a diagram showing distribution history data DDD1 of user US1. [Figure 15] FIG. 15 shows a video of the game. [Figure 16] FIG. 16 is a diagram showing the user history data DD1 to DDN managed by the game server 110. As shown in FIG. [Figure 17] FIG. 17 is a flowchart executed by the control device 12 of the first computer 10-1, the control device 112 of the game server 110, and the control device 212 of the distribution server 210. [Figure 18] FIG. 18 shows a video of the game. DETAILED DESCRIPTION OF THE INVENTION

[0027] (Embodiment) A system 1 according to an embodiment of the present disclosure will be described with reference to the drawings.

[0028] [System 1 Overview] First, the overall configuration of the system 1 will be described with reference to the drawings. Figure 1 is an explanatory diagram of the systems 1 and 1a. Figure 2 is a diagram showing images of a game.

[0029] 1 includes a first computer 10-1 through an N-th computer 10-N, a game server 110, and a distribution server 210. The first computers 10-1 through the N-th computers 10-N, the game server 110, and the distribution server 210 can communicate with each other via a communication network. The network may be the Internet, an intranet, or the like.

[0030] The first computer 10-1 to the Nth computer 10-N are information processing devices used by users US1 to USN, respectively. The first computer 10-1 to the Nth computer 10-N are, for example, smartphones, tablet terminals, home game consoles, portable game consoles, or personal computers.

[0031] The game server 110 and the distribution server 210 are computers. The game server 110 and the distribution server 210 provide responses to requests from the first computer 10-1 through the N-th computer 10-N to the first computer 10-1 through the N-th computer 10-N. The game server 110 is a server through which the first computer 10-1 through the N-th computer 10-N play a communication game. In this embodiment, as shown in FIG. 2, the game is a fighting game in which a first character operated by a user US1 of the first computer 10-1 fights an N-th character operated by a user USN of the N-th computer 10-N. The distribution server 210 distributes video data of the game played by the first computer 10-1 through the N-th computer 10-N via the Internet. Users US2 through USN-1 can view the video data of the game played by the second computer 10-2 through the N-1th computer 10-N-1.

[0032] [System 1 Operation Overview] Next, an overview of the operation of the system 1 will be described. Figures 3 to 6 are diagrams showing images of the game. The images of Figures 3 to 6 are displayed by the first computer 10-1. The image of Figure 3 includes detailed information about the battle pass set for user US1. There are two types of battle passes: a normal battle pass and a premium battle pass. The game server 110 issues one normal battle pass and one premium battle pass to all users at the start of each season. The length of a season is, for example, three months.

[0033] The normal battle pass is a pass that user US1 can set for his / her own account free of charge. In this specification, to avoid complication of explanation, the accounts of users US1 to USN are simply referred to as users US1 to USN. The premium battle pass is a pass that can be set for user US1 for a fee.

[0034] Here, user US1 can acquire season points by winning the battle shown in FIG. 2. In FIG. 2, user US1 can acquire 100 season points. As shown in FIG. 3, when the season points acquired by user US1 reach 1200 points, user US1's season level increases by one. In FIG. 3, user US1 has acquired 500 season points. Season points are reset when the season level increases. Also, in FIG. 3, user US1's season level is level 5. The season level is reset when the season ends.

[0035] As shown in FIG. 3 , the normal battle pass and the premium battle pass associate rewards with reward conditions for obtaining the rewards. Specifically, the normal battle pass and the premium battle pass associate rewards with season levels for obtaining the rewards. If the normal battle pass is set for user US1, user US1 can obtain currency that can be used in the game when the season level reaches levels 4 and 5. If the premium battle pass is set for user US1, user US1 can obtain items or currency when the season level reaches levels 1 to 8. For example, the reward for level 1 is T-shirt data. If user US1 obtains T-shirt data, he or she can dress the character controlled by user US1 in the T-shirt. The rewards that user US1 can obtain with the premium battle pass are greater than the rewards that user US1 can obtain with the normal battle pass. In FIG. 3 , user US1's season level is level 5, so user US1 has obtained rewards up to level 5. Therefore, the rewards that user US1 has obtained are marked with a check mark.

[0036] Incidentally, the battle pass includes a special battle pass (reward right). The special battle pass can be set for user US1 for a fee if the user US1's play history meets predetermined conditions. The condition is a total win count of 500 or more, as shown in FIG. 4 . The special battle pass does not include a normal battle pass or a special battle pass, which can be set periodically each season for a fee or free of charge. Furthermore, the special battle pass does not include a battle pass that can be set during a tutorial on basic game operations performed when starting a game. Specifically, the basic game operations are not limited to character operations and operations for changing game settings, but also include operations for setting a battle pass in the game and operations for paying for items and battle passes in the game. A tutorial reward right is defined as a right that can be set for user US1 as the user progresses through a tutorial explaining basic game operations performed when starting a game. The tutorial reward right associates a reward with a reward condition for obtaining the reward. The special battle pass (a reward right set by the right setting means 124, described later) does not include the tutorial reward right.

[0037] FIG. 4 shows an image displayed by the first computer 10-1 when user US1 presses the "Special Battle Pass Details" button in FIG. 3. The image in FIG. 4 includes details of the Special Battle Pass. The Special Battle Pass (reward rights) associates rewards with reward conditions for obtaining the rewards. Specifically, the Special Battle Pass associates rewards with season levels for obtaining the rewards. When the Special Battle Pass is set for user US1, user US1 can obtain items or currency when the season level reaches levels 1 to 8. However, the rewards for the Special Battle Pass are data for items that are more difficult to obtain than the rewards for the Normal Battle Pass and the Premium Battle Pass. Furthermore, the rewards for the Special Battle Pass have a design that identifies them as Special Battle Pass rewards. For example, the reward for level 1 is data for a T-shirt with text. If user US1 obtains data for a T-shirt with text, user US1 can dress the character controlled by user US1 in the T-shirt. This allows other users to know that user US1 has obtained a reward from the Special Battle Pass.

[0038] Here, if the play history of user US1 does not meet the set conditions (i.e., if the total number of wins is less than 500), the first computer 10-1 displays a "Special Battle Pass Details" button as shown in FIG. 3. On the other hand, if the play history of user US1 meets the set conditions (i.e., if the total number of wins is 500 or more), the first computer 10-1 displays a "Purchase Special Battle Pass" button as shown in FIG. 5. User US1 can purchase and set a special battle pass by operating the first computer 10-1 and pressing "Purchase Special Battle Pass."

[0039] When the special battle pass is set for user US1, first computer 10-1 displays the image shown in Fig. 6. In the image shown in Fig. 6, information about the rewards for the special battle pass has been added to the image shown in Fig. 4. This allows user US1 to obtain the rewards set for the special battle pass by having their play history fulfill the reward conditions set for the special battle pass.

[0040] [Structure of the first computer 10-1 to the Nth computer 10-N] Next, the structures of the first computer 10-1 through the N-th computer 10-N will be described with reference to the drawings. Figure 7 is a block diagram of the first computer 10-1.

[0041] As shown in FIG. 7, the first computer 10-1 includes a control device 12, a memory unit 14, a network interface 16, a graphics processing unit 18, a display 20, an audio processing unit 22, a speaker 24, and an operation unit 26.

[0042] The storage unit 14 stores programs and data and is, for example, a combination of a read-only memory (ROM), a random access memory (RAM), and a storage (for example, a flash memory or a hard disk).

[0043] The programs include, for example, the following programs: OS (Operating System) programs - Programs for applications that process information (e.g., web browsers or target apps described below)

[0044] The data includes, for example, the following data: Databases referenced in information processing Data obtained by performing information processing (i.e., the results of performing information processing)

[0045] The control device 12 realizes the functions of the first computer 10-1 by executing the program stored in the storage unit 14. The control device 12 is, for example, at least one of the following: ·CPU(Central Processing Unit) ·GPU(Graphic Processing Unit) ·ASIC(Application Specific Integrated Circuit) ·FPGA(Field Programmable Array)

[0046] The control device 12 includes, as functional blocks, a game progression means 120, a play history update means 122, a rights setting means 124, a reward setting means 126, a rights restriction means 128, a purchase means 130, a distribution means 132, a distribution history update means 134, a distribution rights data acquisition means 136, a notification sending means 138, and a permission notification acquisition means 140.

[0047] The network interface 16 controls communication between the first computer 10-1 and external devices, which are the second computer 10-2 through the N-th computer 10-N, the game server 110, and the distribution server 210.

[0048] The graphics processing unit 18 displays an image on the display 20 based on the image data generated by the control device 12. The display 20 is a liquid crystal display or an organic EL (Electro Luminescence) display.

[0049] The audio processing unit 22 causes the speaker 24 to output sound based on the audio data generated by the control device 12 .

[0050] The operation unit 26 generates an operation signal based on an operation by the user US1, and outputs the operation signal to the control device 12. The operation unit 26 is an input device such as a keyboard, a mouse, or a game pad.

[0051] The second computer 10-2 through the N-th computer 10-N have the same structure as the first computer 10-1, and therefore a description thereof will be omitted.

[0052] [Structure of game server 110] Next, the structure of the game server 110 will be described with reference to the drawings.

[0053] As shown in FIG. 8, the game server 110 includes a control device 112, a storage unit 114, and a network interface .

[0054] The storage unit 114 stores programs and data and is, for example, a combination of a read-only memory (ROM), a random access memory (RAM), and a storage (for example, a flash memory or a hard disk). The programs include, for example, the following programs: OS (Operating System) programs - Programs for applications that process information (e.g., web browsers or target apps described below)

[0055] The data includes, for example, the following data: Databases referenced in information processing Data obtained by performing information processing (i.e., the results of performing information processing)

[0056] The control device 112 executes the programs stored in the storage unit 114 to realize the functions of the game server 110. The control device 112 is, for example, at least one of the following: ·CPU(Central Processing Unit) ·GPU(Graphic Processing Unit) ·ASIC(Application Specific Integrated Circuit) ·FPGA(Field Programmable Array)

[0057] The control device 112 includes a rights setting determination means 150 and a rights setting permission notification means 152 as functional blocks.

[0058] The network interface 116 controls communication between the game server 110 and external devices. The external devices are the first computer 10-1 through the N-th computer 10-N and the distribution server 210.

[0059] Meanwhile, the user US1 can play a game using the first computer 10-1. Specifically, the game server 110 stores game programs and game data, and manages the game data of the first computer 10-1.

[0060] The first computer 10-1 progresses through the game based on the operations of the user US1. To do so, the first computer 10-1 receives (specifically, downloads and installs) a game program and game data from the game server 110 via a communications network. An account including identification information and a password is assigned to each user in association with the first computer 10-1. This account is transmitted from the first computer 10-1 to the game server 110 at the time of login and is used for user authentication on the game server 110.

[0061] After user authentication, the game server 110 and the first computer 10-1 can communicate with each other. After logging in, the first computer 10-1 receives data necessary for the game to proceed (data related to the game progress status) from the game server 110, and then progresses the game while outputting game images and sounds to the display 20 and speaker 24 based on the operation of the user US1.

[0062] [Structure of distribution server 210] Next, the structure of distribution server 210 will be described with reference to the drawings.

[0063] As shown in FIG. 9, the distribution server 210 includes a control device 212, a storage unit 214, and a network interface 216.

[0064] The storage unit 214 stores programs and data and is, for example, a combination of a read-only memory (ROM), a random access memory (RAM), and storage (for example, a flash memory or a hard disk). The programs include, for example, the following programs: OS (Operating System) programs - Programs for applications that process information (e.g., web browsers or target apps described below)

[0065] The data includes, for example, the following data: Databases referenced in information processing Data obtained by performing information processing (i.e., the results of performing information processing)

[0066] The control device 212 executes the programs stored in the storage unit 214 to realize the functions of the distribution server 210. The control device 212 is, for example, at least one of the following: ·CPU(Central Processing Unit) ·GPU(Graphic Processing Unit) ·ASIC(Application Specific Integrated Circuit) ·FPGA(Field Programmable Array)

[0067] The network interface 216 controls communication between the distribution server 210 and external devices. The external devices are the first computer 10-1 through the N-th computer 10-N and the game server 110.

[0068] The distribution server 210 distributes the game video data transmitted from the first computer 10-1 to the second computer 10-2 through the N-1th computer 10-N-1.

[0069] [System 1 operation] Next, the operation of the system 1 will be described with reference to the drawings. Fig. 10 is a diagram showing play history data D1 of user US1. Fig. 11 is a diagram showing user history data DD1 to DDN managed by the game server 110. Fig. 12 is a flowchart executed by the control device 12 of the first computer 10-1 and the control device 112 of the game server 110. Fig. 13 is a flowchart executed by the control device 12 of the first computer 10-1.

[0070] When the control device 12 of the first computer 10-1 reads out the programs stored in the storage unit 14, these programs cause the first computer 10-1 to execute the operations described below. The programs then cause the control device 12 to function as game progression means 120, play history update means 122, right setting means 124, reward setting means 126, right restriction means 128, purchase means 130, distribution means 132, distribution history update means 134, distribution rights data acquisition means 136, notification sending means 138, and permission notification acquisition means 140.

[0071] The control device 112 of the game server 110 reads out the programs stored in the storage unit 114, and these programs cause the game server 110 to execute the operations described below. The programs then cause the control device 112 to function as right setting determination means 150 and right setting permission notification means 152.

[0072] The storage unit 14 of the first computer 10-1 also stores play history data D1 shown in FIG. 10 . The play history data D1 is data indicating the game play history of user US1. The play history includes at least one of parameters that change as user US1 plays the game, user US1's results in game tournaments, whether user US1 cheated in the game, and whether or not the user US1 engaged in sponsored play. In this embodiment, the play history includes the total number of logins, the total number of login days, the total number of matches, the total number of wins, the total number of losses, the total playing time, the number of tournament entries, the number of tournament wins, the rank, season points, whether or not cheating occurred, and whether or not the user US1 engaged in sponsored play. The total number of logins, the total number of login days, the total number of matches, the total number of wins, the total number of losses, the total playing time, the number of tournament entries, the number of tournament wins, the rank, and season points are parameters that change as user US1 plays the game.

[0073] The rank is a parameter determined by the performance of user US1 in a tournament. There are three ranks: diamond, platinum, gold, silver, and bronze. As user US1's performance in tournaments improves, the rank of user US1 will be promoted in the following order: bronze, silver, gold, platinum, and diamond. In this way, the parameters include letters other than numbers, like the rank.

[0074] As described above, the play history includes parameters that indicate the gaming skill of user US1. The parameters that indicate the gaming skill of user US1 are the total number of matches, the total number of wins, the total number of losses, the total playing time, the number of tournaments entered, the number of tournament wins, and the rank.

[0075] The presence or absence of unfair play indicates whether user US1 has a history of using illegal techniques while playing the game or a history of user US1 violating the rules while playing the game. The presence or absence of a sponsor indicates whether a sponsor is supporting user US1. The sponsor decides whether to support user US1 based on user US1's performance, etc. Therefore, the presence or absence of a sponsor is included in the play history. If user US1 is supported by a sponsor, for example, the sponsor's logo is attached to the character operated by user US1.

[0076] The storage unit 114 of the game server 110 also stores user history data DD1 to DDN shown in FIG. 11. Each of the user history data DD1 to DDN is a history related to users US1 to USN registered in the game. The user history data DD1 to DDN includes a play history and a battle pass history. The battle pass history indicates whether or not users US1 to USN have set a premium battle pass and a special battle pass in each season.

[0077] First, with reference to FIG. 12, the operation performed by the control device 12 of the first computer 10-1 when a special battle pass is set for user US1 will be described. In this process, user US1 plays a fighting game with user USN, as shown in FIG. 2. At this time, the control device 12 (game progression means 120) progresses the game by user US1 operating the first computer 10-1 (step S1). During the progress of the game, the first computer 10-1, the Nth computer 10-N, and the game server 110 communicate with each other.

[0078] When the game ends, the control device 12 (play history update means 122) of the first computer 10-1 updates the play history data D1 (see FIG. 10) indicating the play history of the game played by the user US1 (step S2). In FIG. 2, the user US1 has defeated the user USN. In this case, the control device 12 (play history update means 122) updates the total number of battles, total number of wins, and season points in the play history data D1. In addition, the control device 112 of the game server 110 updates the play history data D1 (see FIG. 11) indicating the user history of the game played by the user US1 (step S101). The control device 112 updates the total number of battles, total number of wins, and season points in the user history data DD1.

[0079] Next, the control device 12 of the first computer 10-1 references the play history data D1 and determines whether the play history satisfies the set condition (step S3). In this embodiment, the set condition is a total number of wins of 500 or more, as shown in FIG. 4. Therefore, the control device 12 of the first computer 10-1 determines whether the total number of wins in the play history data D1 is 500 or more. If the total number of wins in the play history data D1 is not 500 or more, the control device 12 of the first computer 10-1 determines that the play history does not satisfy the set condition, and the process proceeds to step S4. If the total number of wins in the play history data D1 is 500 or more, the control device 12 of the first computer 10-1 determines that the play history satisfies the set condition, and the process proceeds to step S5.

[0080] If the play history does not satisfy the set conditions (step S3: No), the control device 12 displays the battle pass image X shown in FIG. 3 (step S4). In this case, the battle pass image X shown in FIG. 3 includes a "Special Battle Pass Details" button. Therefore, the user US1 can view the image shown in FIG. 4 by operating the first computer 10-1 and pressing the "Special Battle Pass Details" button. However, the user US1 cannot purchase a special battle pass. After this, the process ends.

[0081] If the play history meets the set conditions (step S3: Yes), the control device 12 displays the battle pass image Y shown in FIG. 5 (step S5). In this case, the battle pass image Y shown in FIG. 5 includes a "Purchase Special Battle Pass" button. At this time, the control device 12 causes a pop-up message to be displayed on the display 20, notifying the user that the special battle pass can be purchased. The user US1 can purchase the special battle pass by operating the first computer 10-1 and pressing the "Purchase Special Battle Pass" button.

[0082] Next, the control device 12 of the first computer 10-1 causes the network interface 16 to transmit a purchase notification indicating the purchase of a special battle pass to the game server 110 (step S6). In response, the network interface 216 of the game server 110 receives the purchase notification and outputs the purchase notification to the control device 112. As a result, the control device 112 of the game server 110 acquires the purchase notification (step S102).

[0083] Next, the control device 112 (right setting determination means 150) of the game server 110 refers to the user history data DD1 and determines whether the play history of the user US1 satisfies the set condition (step S103). In this embodiment, the set condition is a total number of wins of 500 or more, as shown in FIG. 4. Therefore, the control device 112 of the game server 110 determines whether the total number of wins in the user history data DD1 is 500 or more. If the total number of wins in the user history data DD1 is not 500 or more, the control device 112 of the game server 110 determines that the play history does not satisfy the set condition, and the process proceeds to step S104. If the total number of wins in the user history data DD1 is 500 or more, the control device 112 of the game server 110 determines that the play history satisfies the set condition, and the process proceeds to step S105.

[0084] If the play history does not satisfy the set conditions (step S103: No), the control device 112 causes the network interface 116 to send a purchase denial notice to the first computer 10-1 indicating that the user US1 cannot purchase the battle pass (step S104). In this case, the user US1 cannot purchase the special battle pass. After this, the process ends.

[0085] If the play history satisfies the set conditions (step S103—Yes), the control device 112 causes the network interface 116 to transmit a purchase permission notice indicating that the user US1 can purchase a battle pass to the first computer 10-1 (step S105). That is, if the play history of the user US1 satisfies the set conditions in step S103, the control device 112 (right setting permission notifying means 152) of the game server 110 transmits a permission notice indicating that a special battle pass (a reward right in which a reward and a reward condition for obtaining the reward are associated) can be set for the user US1 in step S105. In response, the network interface 16 of the first computer 10-1 receives the purchase notice and outputs the purchase notice to the control device 12. As a result, the control device 12 of the first computer 10-1 acquires the purchase permission notice (step S7). In response, the user US1 operates the first computer 10-1 to purchase the special battle pass.

[0086] Next, the control device 12 (purchase means 130) of the first computer 10-1 and the control device 112 of the game server 110 perform a purchase process to purchase a special battle pass (reward right) (steps S8, S106). In steps S8, S106, a so-called billing process is performed.

[0087] When the purchase process is completed, the control device 12 of the first computer 10-1 sets the special battle pass to the user US1 (step S9). Specifically, the control device 12 of the first computer 10-1 displays the battle pass image Z shown in FIG. 6 on the display 20. If the play history of the user US1 meets the reward conditions, the user US1 can obtain the reward. As described above, the control device 12 (rights setting means 124) of the first computer 10-1 can set the special battle pass (reward rights) to the user US1 when the play history of the user US1 meets the predetermined set conditions (i.e., a purchase permission notice has been sent from the game server 110) and the purchase process has been completed.

[0088] Next, the control device 12 of the first computer 10-1 determines whether the play history of the user US1 has already met the reward conditions for the special battle pass set by the control device 12 (step S10). If the play history does not meet the reward conditions, this process ends. If the play history meets the reward conditions, this process proceeds to step S11.

[0089] If the play history satisfies the reward conditions, the control device 12 (reward setting means 126) of the first computer 10-1 allows the user US1 to acquire the reward (step S11). For example, in FIG. 6, the series level of the user US1 is level 5. Therefore, the control device 12 of the first computer 10-1 allows the user US1 to acquire rewards from level 1 to level 5. In this way, when the control device 12 (right setting means 124) sets a special battle pass (reward right) for the user US1 after the play history of the user US1 satisfies the reward conditions, the control device 12 (reward setting means 126) of the first computer 10-1 sets the reward data so that the user US1 can use it. After this, this process ends.

[0090] Next, the operation performed by the control device 12 of the first computer 10-1 when the user US1 acquires a reward for the special battle pass will be described with reference to Fig. 13. In the flowchart of Fig. 13, as will be described below, the control device 12 (reward setting means 126) of the first computer 10-1 sets the reward data so that it can be used by the user US1 when the play history of the user US1 meets the reward conditions in a state in which the control device 12 (right setting means 124) has set the special battle pass (reward right) for the user US1.

[0091] In this process, user US1 is playing a fighting game with user USN, as shown in Fig. 2. At this time, the control device 12 (game progression means 120) progresses the game by user US1 operating the first computer 10-1 (step S21). During the game, the first computer 10-1, the Nth computer 10-N, and the game server 110 communicate with each other.

[0092] When the game ends, the control device 12 (play history update means 122) of the first computer 10-1 updates the play history data D1 (see FIG. 10) indicating the play history of the game played by the user US1 (step S22). In FIG. 2, the user US1 has defeated the user USN. In this case, the control device 12 (play history update means 122) updates the total number of battles and the total number of wins in the play history data D1.

[0093] Next, the control device 12 of the first computer 10-1 references the play history data D1 and determines whether the play history satisfies the reward condition (step S23). In this embodiment, the reward condition is an increase in the season level, as shown in FIG. 6. In FIG. 6, the season level is level 5, and the season points are 500 points. When the season points reach 1200 points, the season level increases to level 6. Therefore, the control device 12 of the first computer 10-1 determines whether the season points of the play history data D1 have reached 1200 points. If the season points of the play history data D1 have not reached 1200 points, the control device 12 of the first computer 10-1 determines that the play history does not satisfy the reward condition, and the process ends. If the season points of the play history data D1 have reached 1200 points, the control device 12 of the first computer 10-1 determines that the play history satisfies the reward condition, and the process proceeds to step S24.

[0094] If the play history satisfies the reward condition (step S23: Yes), the control device 12 allows the user US1 to obtain the reward (step S24). That is, if the play history of the user US1 satisfies the reward condition in step S23, the control device 12 (reward setting means 126) sets reward data indicating the reward of the special battle pass (reward right) set by the control device 12 (right setting means 124) so ​​that the user US1 can use it. This allows the user US1 to use the reward when playing the game. After this, this process ends.

[0095] [effect] According to the program and system 1, the control device 12 of the first computer 10-1 can set a special battle pass for user US1 if the play history of user US1 meets predetermined setting conditions. Thus, in the program and system 1, the control device 12 of the first computer 10-1 determines whether to set a special battle pass for user US1 based on the play history of user US1. Such a special battle pass differs from a normal battle pass that can be set by all users for free and a premium battle pass that can be set by all users for a fee. In other words, the program and system 1 provide a new concept of a battle pass.

[0096] Furthermore, if the play history of user US1 meets the set conditions, a special battle pass can be set for user US1. Therefore, users for whom a special battle pass is set are only a portion of all users. Therefore, user US1 can obtain the status of having a special battle pass set in the game. Users for whom a special battle pass is not set play the game so that their play history meets the set conditions in order to obtain such a status. As a result, many users will play the game, and the game will become more active.

[0097] Furthermore, even if user US1's play history does not satisfy the set conditions, if user US1 can purchase a special battle pass, user US1 can easily obtain the special battle pass. In this case, user US1 may set a special battle pass and stop playing the game. This may cause user US1 to have a negative impression of the game, and may also cause the user to have a negative impression of the game maker that created the game.

[0098] Therefore, in the program and system 1, if the play history of user US1 satisfies the set conditions, a special battle pass can be set for user US1. As a result, user US1 will play the game with great difficulty so that the play history satisfies the set conditions. Therefore, user US1 will willingly purchase a special battle pass so as not to waste his or her efforts. Furthermore, user US1 whose play history satisfies the set conditions is likely to have high skill and is therefore likely to continue playing the game. Such user US1 is unlikely to stop playing the game without setting up a special battle pass despite purchasing a special battle pass. As a result, there is an increased likelihood that users will continue playing the game for a long period of time. Furthermore, the possibility that user US1 will have a negative impression of the game is reduced, and the possibility that user US1 will have a negative impression of the game maker that created the game is reduced.

[0099] In the program and system 1, when the control device 12 of the first computer 10-1 sets the special battle pass for user US1 after the play history of user US1 has satisfied the reward conditions, the control device 12 sets the reward data so that user US1 can use it. This allows user US1 to obtain all the rewards corresponding to the reward conditions that were satisfied before the special battle pass was set for user US1.

[0100] Furthermore, if user US1's play history requires the reward conditions to be met again after purchasing the special battle pass, user US1 may hesitate to purchase the special battle pass at the end of the season. However, in the program and system 1, if the control device 12 of the first computer 10-1 sets the special battle pass for user US1 after user US1's play history has met the reward conditions, the control device 12 sets the reward data so that user US1 can use it. This allows user US1 to purchase the special battle pass even at the end of the season.

[0101] Furthermore, the play history includes parameters indicating the skill level of user US1 in the game. Therefore, the special battle pass is set for user US1 who is likely to have the skill level to clear the set conditions of the special battle pass. This further improves the status of having a special battle pass. Furthermore, since the special battle pass is set for user US1 who is likely to have the skill level to clear the set conditions of the special battle pass, user US1 is likely to be able to clear the reward conditions of the special battle pass. Therefore, it becomes less likely that a situation will occur in which user US1 is unable to obtain the battle pass reward due to insufficient skill level even though user US1 has purchased a battle pass.

[0102] Furthermore, in the program and system 1, the control device 12 can set a special battle pass for user US1 if the play history of user US1 meets the set conditions and the purchase process has been completed. In this way, user US1 can purchase a special battle pass if user US1 has the skill level to meet the set conditions of the special battle pass. Such a special battle pass functions to guarantee user US1's skill level for a fee. Therefore, the special battle pass may function as a professional license. In this case, the purchase fee for the special battle pass is the renewal fee for the professional license.

[0103] Furthermore, in the program and system 1, the control device 12 can set a special battle pass for user US1 if the play history of user US1 meets the set conditions and the purchase process is completed. As a result, having a special battle pass set for user US1 is considered to have high status in the game. Therefore, user US1 will be more likely to purchase a special battle pass.

[0104] In the tutorial, user US1 is taught how to play the game as well as how to purchase items, battle passes, etc. User US1 cannot freely purchase items, battle passes, etc. until the tutorial on how to purchase them has been completed. User US1 can acquire tutorial reward rights that can be set for user US1 as the tutorial on basic game operations, which is conducted when starting the game, progresses. Therefore, user US1 can acquire tutorial reward rights regardless of user US1's skill in the game. On the other hand, the special battle pass is a battle pass that is acquired by users who have appropriate skill in the game and who continue to play. Therefore, the special battle pass does not include tutorial reward rights.

[0105] (Variation) The following describes a program and system 1a according to a modified example. FIG. 14 is a diagram showing distribution history data DDD1 of user US1. FIG. 15 is a diagram showing game footage. FIG. 16 is a diagram showing user history data DD1 to DDN managed by game server 110. FIG. 17 is a flowchart executed by control device 12 of first computer 10-1, control device 112 of game server 110, and control device 212 of distribution server 210.

[0106] System 1a differs from System 1 in the following respects. The control device 12 (distribution means 132) of the first computer 10-1 causes the distribution server 210 to distribute the video data of the game shown in FIG. The control device 12 (distribution history update means 134) of the first computer 10-1 updates the distribution history data DDD1 (see FIG. 14) that indicates the distribution history of the distribution of game video data by the user US1. The control device 12 (rights setting means 124) of the first computer 10-1 can set a special battle pass (reward rights) to the user US1 if the distribution history of the user US1 meets predetermined setting conditions (see FIG. 15).

[0107] The storage unit 14 of the first computer 10-1 stores play history data D1 shown in FIG. 10 and distribution history data DDD1 shown in FIG. 14. The play history data D1 has already been explained, so its explanation will be omitted. The distribution history data DDD1 is data indicating a distribution history regarding distribution of game video data by user US1. In this embodiment, the distribution history includes the total distribution time, the number of distributions, and the distribution date and time.

[0108] The storage unit 114 of the game server 110 also stores user history data DD1 to DDN shown in Fig. 16. The user history data DD1 to DDN is history related to users US1 to USN registered in the game. The user history data DD1 to DDN includes play history, distribution history, and battle pass history.

[0109] First, with reference to FIG. 17, the operation performed by the control device 12 of the first computer 10-1 when a special battle pass is set for the user US1 will be described. In this process, the user US1 operates the first computer 10-1 to perform an operation to distribute game video data. In response, the control device 12 of the first computer 10-1 transmits a distribution request to the distribution server 210 via the network interface 16 (step S51). In response, the network interface 216 of the distribution server 210 receives the distribution request and outputs the distribution request to the control device 212. As a result, the control device 212 of the distribution server 210 acquires the distribution request (step S201).

[0110] Next, the control device 12 (game progression means 120) of the first computer 10-1 causes the user US1 to operate the first computer 10-1 to progress the game, and also causes video data of the game to be transmitted to the distribution server 210 via the network interface 216 (step S52). In response, the network interface 216 of the distribution server 210 receives the video data and outputs the video data to the control device 212. As a result, the control device 212 of the distribution server 210 acquires the video data (step S202).

[0111] Next, control device 212 of distribution server 210 distributes the video data to second computer 10-2 through N-1th computer 10-N-1 via network interface 216 (step S203). In this manner, control device 12 (distribution means 132) of first computer 10-1 distributes the game video data to distribution server 210 in steps S52, S202, and S203. This allows users US2 through USN-1 to view the game video on second computer 10-2 through N-1th computer 10-N-1.

[0112] When the game ends, the control device 12 (play history update means 122) of the first computer 10-1 updates the play history data D1 (see FIG. 10) indicating the play history of the game by the user US1 (step S2). In FIG. 2, the user US1 has defeated the user USN. In this case, the control device 12 (play history update means 122) updates the total number of battles, total number of wins, and season points in the play history data D1. In addition, the control device 112 of the game server 110 updates the play history data D1,DN (see FIG. 11) indicating the user history of the game by the user US1 (step S101). The control device 112 updates the total number of battles, total number of wins, and season points in the user history data DD1,DDN.

[0113] Next, the control device 12 (play history update means 122) of the first computer 10-1 updates the distribution history data DDD1 (see FIG. 14) related to the distribution of game video data by the user US1 (step S53). Specifically, the control device 12 (play history update means 122) adds the distribution time of the game play in step S52 to the total distribution time, increments the number of distributions by one, and records the distribution date and time and the distribution time in the distribution history data DDD1. Furthermore, the control device 112 of the game server 110 updates the distribution history data DDD1 (see FIG. 16) indicating the distribution history related to the distribution of game video data by the user US1 (step S151). The control device 112 updates the total distribution time, the number of distributions, the distribution date and time, and the distribution time in the distribution history data DDD1.

[0114] Next, the control device 12 of the first computer 10-1 refers to the distribution history data DDD1 and determines whether the distribution history satisfies the set condition (step S54). In this embodiment, the set condition is a total distribution time of 50 hours or more, as shown in FIG. 15. Therefore, the control device 12 of the first computer 10-1 determines whether the total distribution time of the distribution history data DDD1 is 50 hours or more. If the total distribution time of the distribution history data DDD1 is not 50 hours or more, the control device 12 of the first computer 10-1 determines that the distribution history does not satisfy the set condition, and the process proceeds to step S4. If the total distribution time of the distribution history data DDD1 is 50 hours or more, the control device 12 of the first computer 10-1 determines that the distribution history satisfies the set condition, and the process proceeds to step S5.

[0115] If the play history does not satisfy the set conditions (step S54: No), the control device 12 displays the battle pass image X shown in FIG. 3 (step S4). In this case, the battle pass image X shown in FIG. 3 includes a "Special Battle Pass Details" button. Therefore, the user US1 can view the image shown in FIG. 4 by operating the first computer 10-1 and pressing the "Special Battle Pass Details" button. However, the user US1 cannot purchase a special battle pass. After this, the process ends.

[0116] If the play history meets the set conditions (step S54: Yes), the control device 12 displays the battle pass image Y shown in Fig. 5 (step S5). In this case, the battle pass image Y shown in Fig. 5 includes a "Purchase Special Battle Pass" button. Therefore, the user US1 can purchase a special battle pass by operating the first computer 10-1 and pressing the "Purchase Special Battle Pass" button.

[0117] Next, the control device 12 of the first computer 10-1 causes the network interface 16 to transmit a purchase notification indicating the purchase of a special battle pass to the game server 110 (step S6). In response, the network interface 216 of the game server 110 receives the purchase notification and outputs the purchase notification to the control device 112. As a result, the control device 112 of the game server 110 acquires the purchase notification (step S102).

[0118] Next, the control device 112 (right setting determination means 150) of the game server 110 refers to the user history data DD1 and determines whether the distribution history of the user US1 satisfies the set condition (step S152). In this embodiment, the set condition is a total distribution time of 50 hours or more, as shown in FIG. 15 . Therefore, the control device 112 of the game server 110 determines whether the total distribution time of the user history data DD1 is 50 hours or more. If the total distribution time of the user history data DD1 is not 50 hours or more, the control device 112 of the game server 110 determines that the distribution history does not satisfy the set condition, and the process proceeds to step S104. If the total distribution time of the user history data DD1 is 50 hours or more, the control device 112 of the game server 110 determines that the distribution history satisfies the set condition, and the process proceeds to step S105.

[0119] If the play history does not satisfy the set conditions (step S152: No), the control device 112 causes the network interface 216 to send a purchase denial notice to the first computer 10-1 indicating that the user US1 cannot purchase the battle pass (step S104). In this case, the user US1 cannot purchase the special battle pass. After this, the process ends.

[0120] If the play history satisfies the set conditions (step S152—Yes), the control device 12 causes the network interface 216 to transmit a purchase permission notice indicating that the user US1 can purchase a battle pass to the first computer 10-1 (step S105). That is, if the distribution history of the user US1 satisfies the set conditions, the control device 112 (right setting permission notifying means 152) of the game server 110 transmits a permission notice indicating that a special battle pass (a reward right in which a reward and a reward condition for obtaining the reward are associated) can be set for the user US1. In response, the network interface 16 of the first computer 10-1 receives the purchase notice and outputs the purchase notice to the control device 12. As a result, the control device 12 of the first computer 10-1 acquires the purchase permission notice (step S7). In response, the user US1 operates the first computer 10-1 to purchase the special battle pass.

[0121] Next, the control device 12 (purchase means 130) of the first computer 10-1 and the control device 112 of the game server 110 perform a purchase process to purchase a special battle pass (reward right) (steps S8, S106). In steps S8, S106, a so-called billing process is performed.

[0122] Next, the control device 12 of the first computer 10-1 sets a special battle pass for user US1 (step S9). Specifically, the control device 12 of the first computer 10-1 displays the battle pass image Z shown in FIG. 6. This allows user US1 to obtain a reward if the play history of user US1 meets the reward conditions. As described above, the control device 12 (rights setting means 124) of the first computer 10-1 can set a special battle pass (reward rights) for user US1 if the distribution history of user US1 meets the predetermined setting conditions (i.e., a purchase permission notice has been sent from the game server 110) and the purchase process has been completed.

[0123] Next, the control device 12 of the first computer 10-1 determines whether the play history of the user US1 has already met the reward conditions for the special battle pass set by the control device 12 (step S10). If the play history does not meet the reward conditions, this process ends. If the play history meets the reward conditions, this process proceeds to step S11.

[0124] If the play history satisfies the reward conditions, the control device 12 (reward setting means 126) of the first computer 10-1 allows the user US1 to acquire the reward (step S11). That is, if the control device 12 (right setting means 124) sets a special battle pass (reward right) for the user US1 after the play history of the user US1 satisfies the reward conditions, the control device 12 (reward setting means 126) of the first computer 10-1 sets the reward data so that the user US1 can use it. For example, in FIG. 6, the series levels of the user US1 are from level 1 to level 5. Therefore, the control device 12 of the first computer 10-1 allows the user US1 to acquire rewards up to level 5. After this, the process ends.

[0125] In addition, the operations performed by the control device 12 of the first computer 10-1 when user US1 in system 1a obtains a reward from the special battle pass are the same as the operations performed by the control device 12 of the first computer 10-1 when user US1 in system 1 obtains a reward from the special battle pass, so explanations will be omitted.

[0126] [effect] According to the program and system 1a, the control device 12 of the first computer 10-1 can set a special battle pass for the user US1 if the distribution history of the user US1 satisfies predetermined setting conditions. Thus, in the program and system 1a, the control device 12 of the first computer 10-1 determines whether to set a special battle pass for the user US1 based on the distribution history of the user US1. Such a special battle pass differs from a normal battle pass that can be set by all users for free and a premium battle pass that can be set by all users for a fee. In other words, the program and system 1a provide a new concept of a battle pass.

[0127] Furthermore, if the distribution history of user US1 meets the set conditions, a special battle pass is set for user US1. Therefore, user US1 for whom a special battle pass is set is a subset of all users. As a result, user US1 can obtain the status of having a special battle pass set in the game. Users for whom a special battle pass is not set distribute game footage so that their distribution history meets the set conditions in order to obtain such a status. As a result, many users begin to distribute game footage, revitalizing the game.

[0128] (Other embodiments) The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design within the scope that does not change the gist of the present invention.

[0129] The structures of the systems 1 and 1a may be combined in any manner.

[0130] The control device 12 (game progression means 120) of the first computer 10-1 may generate video data so that other users of the game can visually recognize through other computers that a special battle pass (reward right) has been set for user US1. FIG. 18 is a diagram showing video of the game. In FIG. 18, an "SP" mark indicating that a special battle pass has been set for user US1 is added under the name of user US1. This allows users other than user US1 to recognize that a special battle pass has been set for user US1. Therefore, user US1 can obtain the status in the game that a special battle pass has been set for user US1.

[0131] Note that the control device 12 of the first computer 10-1 may generate video data so that other users of the game can visually recognize through other computers that a special battle pass has been set for user US1 because the distribution history of user US1 has met the set conditions. This allows users other than user US1 to recognize that the distribution history of user US1 has met the set conditions. Also, viewers of the video can recognize that the distribution history of user US1 has met the set conditions by watching the video.

[0132] Although only one type of special battle pass exists in the systems 1 and 1a, multiple types of special battle passes may exist. In this case, the setting conditions for the multiple types of special battle passes may be different from each other. More specifically, there are a first special battle pass (first reward right) and an Nth special battle pass (Nth reward right) as special battle passes (reward rights). N is an integer of 2 or greater. The control device 12 (right setting means 124) of the first computer 10-1 can set the Mth reward right to user US1 if the play history or distribution history of user US1 meets a predetermined Mth setting condition. M is an integer of 1 or greater and N or less. The first setting condition to the Nth setting condition are mutually different conditions.

[0133] In the systems 1 and 1a, the special battle passes (reward rights) may include a first special battle pass (first reward right) and a second special battle pass (second reward right). In this case, if a first special battle pass is set for user US1, user US1 may be able to set a second special battle pass unconditionally. More specifically, the control device 12 (right setting means 124) of the first computer 10-1 can set the first special battle pass (first reward right) for user US1 if the play history or distribution history of user US1 satisfies a predetermined first setting condition. Furthermore, the control device 12 (right setting means 124) of the first computer 10-1 can set the second special battle pass (second reward right) for user US1 if the play history of user US1 satisfies a predetermined second setting condition. In this case, if the control device 12 (rights setting means 124) of the first computer 10-1 can set a first special battle pass (first reward right) to user US1, it may also be able to set a second special battle pass (second reward right) to user US1 even if user US1's play history or distribution history does not meet the second setting condition.

[0134] In the systems 1 and 1a, the special battle pass (reward right) may include a first special battle pass (first reward right) and a second special battle pass (second reward right). One of the conditions for the second special battle pass to be set for user US1 is that the first special battle pass has been set for user US1. Specifically, the control device 12 (right setting means 124) of the first computer 10-1 can set the first special battle pass (first reward right) for user US1 if the play history or distribution history of user US1 satisfies a predetermined first setting condition. The control device 12 (right setting means 124) of the first computer 10-1 can set the second special battle pass (second reward right) for user US1 if the first special battle pass (first reward right) has been set for user US1 and the play history or distribution history of user US1 satisfies a predetermined second setting condition.

[0135] In the systems 1 and 1a, the special battle passes (reward rights) may include a first special battle pass (first reward right) and a second special battle pass (second reward right). The conditions for setting the second special battle pass for user US1 may differ between when the first special battle pass is set for user US1 and when the first special battle pass is not set for user US1. More specifically, the control device 12 (right setting means 124) of the first computer 10-1 can set the first special battle pass (first reward right) for user US1 if the play history or distribution history of user US1 satisfies a predetermined first setting condition. The control device 12 (right setting means 124) of the first computer 10-1 can set the second special battle pass (second reward right) for user US1 if the play history or distribution history of user US1 satisfies a predetermined second setting condition. When the control device 12 (right setting means 124) of the first computer 10-1 can set a first special battle pass (first reward right) to user US1, it can set a second special battle pass (second reward right) to user US1 by having the play history or distribution history of user US1 satisfy a third set condition that is different from the second set condition. Note that the difficulty level of the third set condition may be higher or lower than the difficulty level of the second set condition.

[0136] In the system 1, 1a, the control device 12 (rights restriction means 128) of the first computer 10-1 periodically determines whether the play history or distribution history of the user US1 satisfies the set conditions, and if the play history or distribution history of the user US1 does not satisfy the set conditions, the control device 12 (the rights setting means 124) may not set a special battle pass (reward rights) for the user US1. In this way, by periodically determining whether or not a special battle pass can be set, the user US1 plays the game or distributes game footage so that the control device 12 can set a special battle pass for the user US1.

[0137] In the system 1a, the set condition is not limited to a total distribution time of 50 hours or more. The set condition may be a predetermined number of times or more, or distribution may be performed on a specific date and time. Alternatively, the set condition may be that the user US1 has a distribution right. The distribution right is a right to have the distribution server 210 distribute game video data. The distribution right is granted to the user US1 by, for example, the operator of the game (the operator of the game server 110). The control device 12 (distribution right data acquisition means 136) of the first computer 10-1 acquires distribution right data indicating the right to have the distribution server 210 distribute game video data from the game server 110. The control device 12 of the first computer 10-1 records in the distribution history data DDD1 that the user US1 has acquired the distribution right data. The set condition is that the control device 12 (distribution right data acquisition means 136) has acquired the distribution right data.

[0138] In the system 1a, the control device 12 (notification sending means 138) of the first computer 10-1 may send to the game server 110 a notification that the control device 12 (distribution means 132) has caused the distribution server 210 to distribute game video data. When the control device 112 of the game server 110 acquires the notification that the distribution server 210 has distributed game video data, the control device 112 causes the network interface 116 to send a permission notification to the first computer 10-1. As a result, the control device 12 (permission notification acquisition means 140) of the first computer 10-1 acquires the permission notification transmitted from the game server 110 in response to the notification transmitted by the control device 12 (notification sending means 138). The control device 12 of the first computer 10-1 records in the distribution history data DDD1 that the user US1 has acquired the permission notification. The set condition is that the control device 12 (permission notification acquisition means 140) of the first computer 10-1 has acquired the permission notification.

[0139] It should be noted that the game is not limited to a fighting-type battle game. The game may be an action game, a shooting game, a role-playing game, a simulation game, a card game, a sports game, a board game, a puzzle game, or the like. For example, if the game is a card game, the characters are character cards. The items are item cards and skill cards. In this case, for example, the user plays the game by manipulating the character cards, item cards, and skill cards. Specifically, a card object corresponding to a depicted player character is set in association with a deck in a virtual space, and the player character corresponding to the card object battles against an enemy character.

[0140] Note that the user US1 of the first computer 10-1 may play against the computer instead of the user USN of the Nth computer 10-N.

[0141] The first computer 10-1 and the Nth computer 10-N communicate with each other via the game server 110. However, the first computer 10-1 and the Nth computer 10-N may communicate with each other, for example, peer-to-peer.

[0142] It should be noted that instead of a competition between user US1 of first computer 10-1 and user USN of Nth computer 10-N, user US1 of first computer 10-1 and user USN of Nth computer 10-N may cooperate to play the game.

[0143] The play history does not have to include parameters that change independently of the gaming skill of user US1. Parameters that change independently of the gaming skill of user US1 include, for example, the current time and a history of whether or not all users have cleared an event that they experience as the game progresses. An example of an event that all users experience as the game progresses is a tutorial at the start of the game.

[0144] In the system 1, the set condition is that the total number of wins is 500 or more. That is, the set condition is determined by parameters that change as the user US1 plays the game. Therefore, the set condition may be determined by the total number of logins, the total number of login days, the total number of matches, the total number of losses, the total playing time, the number of tournament entries, the number of tournament wins, and the rank. However, the set condition may also be determined by the user US1's performance in game tournaments. In this case, the set condition is, for example, winning a tournament. This further improves the status of the user US1 having a special battle pass. The set condition may also be determined by whether or not the user US1 has cheated in playing the game. In this case, the set condition is, for example, whether the user US1 has not cheated in playing the game. This can prevent the occurrence of cheating in the game. The set condition may also be determined by whether or not the user US1 has a sponsor. In this case, the set condition is, for example, whether the user US1 has a sponsor. This further improves the status of the user US1 having a special battle pass.

[0145] Note that the special battle pass may no longer be able to be set for user US1 once a season ends. In this case, the special battle pass may be reset for user US1 under setting conditions different from the setting conditions when the special battle pass was first set. Furthermore, even if user US1's play history or distribution history does not meet the setting conditions, the special battle pass may be reset for user US1 in the next season for a fee.

[0146] The game server 110 may be realized by one computer or by multiple computers. The game server 110 may include a server that operates the game and a server that manages the accounts of multiple users.

[0147] The distribution server 210 may be realized by one computer or by multiple computers.

[0148] The special battle pass may be set for user US1 free of charge if the play history or distribution history of user US1 meets the setting conditions.

[0149] Note that season points do not have to be reset even if the season level increases. In this case, season points are added until the end of one season.

[0150] The play history may be, for example, the number of consecutive login days (an indicator of a user who continues to play), reputation from other users (number of "likes" or blacklisting, etc.), number of purchases of items or premium battle passes, amount spent (an indicator of a user who pays to play the game), amount of prize money won, number of times the game has trended on X (formerly Twitter), number of posts on X, etc.

[0151] The rank may be determined based on a performance other than the performance of user US1 in a tournament. Specifically, when user US1 plays the game in a normal mode, not a tournament, he or she can play the game in a mode in which the rank fluctuates. In this mode, when user US1 wins against another user, the rank of user US1 increases, and when user US1 loses to another user, the rank of user US1 decreases. Furthermore, the amount of increase or decrease in rank depends on the difference between user US1's rank and the rank of the other user.

[0152] If the rank of the user US1 reaches the highest rank (diamond), the user US1 may be ranked by points corresponding to the rank.

[0153] In FIG. 12, only either step S3 or step S103 may be executed.

[0154] The distribution history may be the number of distributions or distribution time of a distribution platform, the number of distributions or distribution time of a distributed game, the distribution time or number of times of a season, or a combination of these. The number of distributions or distribution time of a distribution platform may be the total number of distributions or distribution time of multiple platforms, or the number of distributions or distribution time of a specific platform. The number of distributions or distribution time of a distributed game may be the number of distributions or distribution time of a game of system 1, 1a, or the total number of distributions or distribution time of a game of system 1, 1a and other games. Furthermore, the number of distributions or distribution time of each distributed game may be the number of distributions or distribution time of multiple games produced by the same game manufacturer.

[0155] In step S9, control device 12 of first computer 10-1 may set one special battle pass or may set multiple special battle passes.

[0156] In step S9, when a special battle pass is purchased, the control device 12 of the first computer 10-1 may automatically set the special battle pass for the user US1 without any operation by the user US1. Also, there may be both automatically set special battle passes and manually set special battle passes.

[0157] Note that some of the multiple battle passes may be set for user US1. In this case, season points and a season level may be reflected for the battle passes set for user US1, or season points and a season level may be reflected for the battle passes set for user US1 and the battle passes not set for user US1.

[0158] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. [Explanation of symbols]

[0159] 1,1a:Level 10-1~10-N: Computer 1~Computer N 12: Control device 14: Storage part 16: Network interface 18: Graphics processing unit 20: Display 22: Audio processing section 24: Speaker 26:Operation unit 110: Game server 112: Control device 114: Storage section 116: Network interface 120: Game progression method 122: Play history update method 124: Rights setting means 126: Reward setting means 128: Rights restriction measures 130: Purchasing method 132: Distribution method 134: Delivery history update method 136: Distribution rights data acquisition means 138: Notification sending means 140: Means of obtaining permission notice 150: Right setting determination means 152: Right setting permission notification means 210: Distribution server 212: Control device 214: Storage section 216: Network interface D1~DN: Play history data DD1~DDN: User history data DDD1~DDDN: Distribution history data US1~USN:User

Claims

1. A program executed on a computer, a game progression means for progressing the game by a user operating the computer; play history update means for updating play history data indicating a play history of the game by the user; a right setting means for setting a reward right for the user, the reward right being associated with a reward condition for obtaining the reward, when the play history of the user satisfies a predetermined setting condition; a reward setting means for setting reward data indicating the reward of the reward right set by the right setting means so that the user can use the reward data when the play history of the user satisfies the reward condition; causing the computer to function as The play history includes at least one of parameters that change as the user plays the game, the user's performance in tournaments for the game, whether or not the user cheats in playing the game, or whether or not the user has a sponsor. program.

2. the reward setting means sets the reward data so that it can be used by the user when the right setting means sets the reward right for the user after the play history of the user meets the reward condition; The program according to claim 1.

3. the reward setting means sets the reward data so that it can be used by the user when the play history of the user meets the reward condition in a state in which the right setting means has set the reward right for the user; The program according to claim 1 or 2.

4. The play history includes parameters indicative of the user's skill in the game. The program according to claim 1 or 2.

5. The play history does not include parameters that change independently of the user's skill in the game. The program according to claim 1 or 2.

6. the game progression means generates video data so that other users of the game can visually recognize, via other computers, that the reward right has been set for the user; The program according to claim 1 or 2.

7. The reward rights include a first reward right and an Nth reward right, N is an integer of 2 or greater, the right setting means can set an Mth reward right to the user when the play history of the user satisfies a predetermined Mth setting condition; M is an integer between 1 and N, The first to Nth setting conditions are different from each other. The program according to claim 1 or 2.

8. The reward rights include a first reward right and a second reward right, the right setting means can set the first reward right to the user when the play history of the user satisfies a predetermined first setting condition; the right setting means can set the second reward right to the user when the play history of the user satisfies a predetermined second setting condition; When the right setting means can set the first reward right to the user, the right setting means can set the second reward right to the user even if the play history of the user does not satisfy the second setting condition. The program according to claim 1 or 2.

9. The reward rights include a first reward right and a second reward right, the right setting means can set the first reward right to the user when the play history of the user satisfies a predetermined first setting condition; the right setting means can set the second reward right to the user when the first reward right is set to the user and the play history of the user satisfies a predetermined second setting condition; The program according to claim 1 or 2.

10. The reward rights include a first reward right and a second reward right, the right setting means can set the first reward right to the user when the play history of the user satisfies a predetermined first setting condition; the right setting means can set the second reward right to the user when the play history of the user satisfies a predetermined second setting condition; When the right setting means can set the first reward right to the user, the right setting means can set the second reward right to the user by the user's play history satisfying a third set condition that is different from the second set condition. The program according to claim 1 or 2.

11. The program a right restriction means for periodically determining whether or not the play history of the user satisfies the set condition, and for not allowing the right setting means to set the reward right for the user if the play history of the user does not satisfy the set condition; causing the computer to further function as The program according to claim 1 or 2.

12. The program a purchasing means for executing a purchasing process for purchasing the reward right; and further causing the computer to function as the right setting means can set the reward right to the user when the play history of the user meets the setting condition and the purchase process is completed; The program according to claim 1 or 2.

13. A program executed on a computer, a game progression means for progressing the game by a user operating the computer; play history update means for updating play history data indicating a play history of the game by the user; a distribution means for distributing the video data of the game to a distribution server; a distribution history update means for updating distribution history data indicating a distribution history regarding distribution of the video data of the game by the user; a right setting means for setting a reward right for the user, in which a reward and a reward condition for obtaining the reward are associated with the user when the distribution history of the user satisfies a predetermined setting condition; a reward setting means for setting reward data indicating the reward of the reward right set by the right setting means so that the user can use the reward data when the play history of the user satisfies the reward condition; causing the computer to function as program.

14. The program a distribution rights data acquisition means for acquiring distribution rights data indicating a right to have the distribution server distribute the video data of the game; and further causing the computer to function as The set condition is that the distribution rights data acquisition means has acquired distribution rights data; That is, The program according to claim 13.

15. The program a notification sending means for sending a notification to the game server that the distribution means has distributed the video data of the game to the distribution server; a permission notification acquisition means for acquiring a permission notification transmitted from the game server in response to the notification transmitted by the notification transmission means; and further causing the computer to function as the setting condition is that the permission notification acquisition means has acquired the permission notification; The program according to claim 14.

16. A program executed on a computer, a game progression means for progressing the game by a user operating the computer; play history update means for updating play history data indicating a play history of the game by the user; a right setting means for setting a reward right for the user, the reward right being associated with a reward condition for obtaining the reward, when the play history of the user satisfies the set condition; a reward setting means for setting reward data indicating the reward of the reward right set by the right setting means so that the user can use the reward data when the play history of the user satisfies the reward condition; causing the computer to function as A right that can be set to the user according to the progress of a tutorial regarding an explanation of basic operations of the game that is performed when the game is started is defined as a tutorial reward right; The tutorial reward right associates a reward with a reward condition for obtaining the reward, The reward rights set by the right setting means do not include the tutorial reward rights. program.

17. The system includes a computer and a server, the computer comprises a game progression means, a play history update means, a right setting means, and a reward setting means; The server includes a right setting determination means and a right setting permission notification means, the game progression means progresses the game by a user operating the computer; the play history update means updates play history data indicating a play history of the game by the user; the right setting determination means determines whether or not the play history of the user satisfies a set condition; the right setting permission notification means, when the play history of the user satisfies the setting condition, transmits a permission notification to the user indicating that a reward right associated with a reward and a reward condition for obtaining the reward can be set; the right setting means, when the permission notice is transmitted from the server, can set the reward right to the user; the reward setting means sets reward data indicating the reward of the reward right set by the right setting means so that the user can use the reward data when the play history of the user satisfies the reward condition; The play history includes at least one of parameters that change as the user plays the game, the user's performance in tournaments for the game, whether or not the user cheats in playing the game, or whether or not the user has a sponsor. system.

18. The system includes a computer and a server, the computer comprises a game progression means, a play history update means, a distribution means, a distribution history update means, a right setting means, and a reward setting means; The server includes a right setting determination means and a right setting permission notification means, the game progression means progresses the game by a user operating the computer; the play history update means updates play history data indicating a play history of the game by the user; the distribution means causes a distribution server to distribute the video data of the game; the distribution history update means updates distribution history data indicating a distribution history regarding distribution of the video data of the game by the user; the right setting determination means determines whether the distribution history of the user satisfies a set condition; the right setting permission notification means, when the distribution history of the user satisfies the setting conditions, transmits a permission notification to the user to set a reward right associated with a reward and a reward condition for obtaining the reward; the right setting means, when the permission notice is transmitted from the server, can set the reward right to the user; the reward setting means sets reward data indicating the reward for the reward right set by the right setting means so that the user can use the reward data when the play history of the user satisfies the reward condition. system.

19. The system includes a computer and a server, the computer comprises a game progression means, a play history update means, a right setting means, and a reward setting means; The server includes a right setting determination means and a right setting permission notification means, the game progression means progresses the game by a user operating the computer; the play history update means updates play history data indicating a play history of the game by the user; the right setting determination means determines whether or not the play history of the user satisfies a set condition; the right setting permission notification means, when the play history of the user satisfies the setting condition, transmits a permission notification to the user indicating that a reward right associated with a reward and a reward condition for obtaining the reward can be set; the right setting means, when the permission notice is transmitted from the server, can set the reward right to the user; the reward setting means sets reward data indicating the reward of the reward right set by the right setting means so that the user can use the reward data when the play history of the user satisfies the reward condition; A right that can be set to the user according to the progress of a tutorial regarding an explanation of basic operations of the game that is performed when the game is started is defined as a tutorial reward right; The tutorial reward right associates a reward with a reward condition for obtaining the reward, The reward rights set by the right setting means do not include the tutorial reward rights. system.

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